0 files piaciuti
21 commenti
0 video
0 caricamenti
1 seguace
@flash76 I created the GTS with the necessary files for legacy and it's in OIV format to facilitate installation. I made it available to subscribers via Discord; it includes all the remaining files, such as heapAdjuster, packfilelimitadjuster, gameconfig, and everything else, if you're interested. If you want, I can also send you the model and texture files already converted to enhanced so you can see what you can do. Just let me know how I can contact you. I don't know English and I use Google Translate to send messages and write, sorry about that. Here's my video showing how to install the GTS, https://youtu.be/HTbRvMwYMFI?si=ETEi2il2oT_eAdvD
@Yogeshk What a find! Thank you for sharing your work. I really like the Zombies mod. If I can, I'll work on this map in my free time, but what you've already done is incredible. I also noticed that the FiveM Capital city mod team is using your map. This FiveM city is Brazilian, and they're using part, if not all, of this map as of the date of this post. 5 stars, my friend, excellent work, and thank you for sharing again.
@_mrgh It's not shvdnc, but shvdn3; they are different. It goes inside the scripts folder. The readme file explains how to install it and also provides the correct download links.
@flash76 I forgot to mention, the video was my first test, and it had some problems, but I've managed to solve the main ones now, and it's working almost perfectly. There are minor bugs as expected, but nothing that hinders gameplay.
@flash76 Hey big fan of space, I'm from Brazil and I'm always looking for mods. I came across your profile and saw that you asked if anyone who manages to get the GTS mod working on the latest versions of shvdn naught should contact you. And guess what? Here's the video to prove it: https://youtu.be/iUWIZYfRt8w?si=eZ6bijG-tH0yS_49. Is it possible for me to message you on Discord? It would be easier to send you the files and explain how it's working. Oh, I can also send you the version I made for Enhanced, but it has some problems that you might be able to solve. If you're interested, my Discord is on my profile, just send me a private message.
@lDracarys_ taking out the knife and the flashlight that is used correctly, the rest of the bladed weapons, axe, falcon, truncheon, hammer, wrench, these bladed weapons
@lDracarys_ No problem, whenever I test and find something, I will report it, besides the knife and firearms, in the case of other hand-held bladed weapons, they have an infinite wear life, that is, they do not wear out
@lDracarys_ Ahh yes, I have this video teaching the installation, but it's in my local language, but if you want to pin it for people to follow, here's the link: https://www.youtube.com/watch?v=K5Xij8LCVzw
@lDracarys_ I even sent this same text on discord, but it looks like you don't have it, so I'm sending it here again. Man, I dedicated myself to testing this part in your mod, which was something I had noticed issues with in the previous version. The skinning part was nicely fixed. Now there’s this part, but I’ll do more testing later.
About the inventory:
There should be a limit for resources, inventory, and crafting — how much the player can carry — unless, in the future, you plan to have backpacks with maximum amounts that can be carried for each item, and options for backpack sizes, like 3 or 4 different sizes.
I’d like to know if it’s possible for the code and the .json to have this type of loot, for example:
"LootableItems": [
{
"ressourceType": "Matches",
"CountMin": 1,
"CountMax": 4,
"Chance": 20
}
]
It would be a probability for the quantity and percentage of getting or not getting a specific amount of items, or finding nothing — in each enemy, zombie, runner, boss, human, vehicle, supply, wood, metal, loot, etc., basically in everything.
I noticed that wood is very scarce in the mod; the only way to get it besides drops is by finding it on the map.
Safe: It doesn’t have any function yet to store anything.
I don’t know if it’s relevant to you, but the sandbox only spawns a single unit. I’m not sure if it’s still too small or if it’s worth replacing it with the one that has three blocks at once, like in Simple Zombies — that’s up to you to decide.
Just confirming: the door locks automatically when entering and leaving, unlike the gate, which is manual, right? That’s a nice touch here.
I also noticed that the constructions are safe — zombies don’t enter through the door — so building walls and doors works well as a base. The tent, if you stay very close to it, zombies can’t reach you, really close. I don’t know if that’s intentional, but it’s a good thing.
Workbench and Gunsmith Bench:
It doesn’t make much sense to separate ammo crafting at the workbench and weapon components at the gunsmith bench; they could be combined.
Functions like camouflages are generic in the sense that weapons without camouflage options still show the option to apply one. So, we have three paint functions: Yusuf Amir paint, camouflage, and standard paints (maybe unnecessary).
It also keeps showing the message “the weapon cannot receive camouflage.” That part just needs polishing.
But there’s still no function to craft weapons or make scopes. Since we can only attach silencers to weapons via the gunsmith bench, maybe it’s worth removing silencers from the inventory and keeping them only on the bench, since you only need one to attach. Flashlights are different because you might want to use them separately.
As for the workbench, its function could be to craft items like gates, doors, sandboxes, etc. — items related to building — while weapons stay for the gunsmith bench. That might make more sense.
I also tested something: when you do Reload() in ScriptHookDotNet and reload the .json file, you lose everything you crafted and placed on the map. (I still need more testing on this; I modified the .json file without closing the game first.)
Ballistic vest: You currently need 7 to fill it completely — is that intentional?
Campfire:
It doesn’t show how much water and raw meat are needed to cook.
Cooked food fills both hunger and thirst — is that normal? Or should raw meat turn into cooked meat that only fills hunger, and water fill thirst instead?
Also, there should be a difference between clean and dirty water in resources and inventory — where you can’t drink dirty water and need the campfire to purify it. (Currently, you can make clean water just with water and a bottle — it should require a campfire.)
Also, if you have the necessary items in your inventory to make cooked meat, it consumes a campfire from your crafting inventory, instead of requiring you to go to the campfire to cook. So the campfire is currently useless.
To craft a vehicle repair kit, you currently use two items: vehicle parts and electronics. It would be nice to add a battery as a consumable to craft this item.
@Chiheb-Bacha Wow man, I'm going to give you a kiss on the mouth lol, wow you're doing miracles in GTA V Enhanced, thanks to you the mod scripts work and now you release a heapAdjuster that helps immensely, if you make a packfilelimitadjuster in the future, I'll be all crazy for you lol, jokes aside, amazing guy